Tagged Questions

I would like to make 2.5D game with SDL.
To do this I will need to draw 2D textured triangles.
SDL currently doesn't have this feature.
I have written a CPU-based 2D textured triangles routine.
There ...

I'm creating a simple OpenGL application. I've created a tilemap where I put tiles to be rendered (just a simple grid). If I only render the walls, it's ok. If I only render the ground it's ok too. ...

I've looked at this answer to find out how to render just a part of a texture:
http://stackoverflow.com/questions/6884285/c-opengl-render-part-of-an-image
I tried that, but the problem is, this is how ...

I'm following a tutorial from XNA GPA, but in my project, none of the sprites are loading. I've followed all of the instructions exactly, and the code works as expected when I copy it from my project ...

I've been making a gallery style shooting game, like something you'd find at a carnival, with ducks to shoot. I'd made the game and it was all working fine. However opening it today, it doesn't look ...

I have an image (100x200 px) painted with Paint.NET and saved as a .png with 32-bits color depth. How can i render this image using OpenGL 1.1 (with the LWJGL binding) or higher inside the display? I ...

I'm trying to get a model rendered in monogame using a texture shader. I'm using the code from this tutorial project: http://kgiannakakis.github.io/MonoGameEffects/
I created a simple textured cube ...

I have been told by another highly skilled Unity artist that Unity cannot efficiently handle non square images. Since that doesn't sound right to me, I wanted to get a second or third confirmation to ...

I'm facing a problem with realizing particle systems.
Following many tutorials including the recent live session everything end up assigning materials to particle to get custom shape ones.
What I'm ...

I'm making a 2D game, rendered using WebGL (using ANGLE, which means that on Windows DirectX is actually used). This is desktop-only game, but would be great to be compatible with integrated graphics ...

I'm atempting to make a game using OpenGL. So far I have loaded an .obj model, and I have generated a terrain as well as a very simple UI.
My issue is that it 'seams' (tihi : P) that there are some ...

I am creating a 2D game using OpenGL.
For sprites, I use textured quads (actually two triangles).
The texures contain transparent pixels, since objects are not always perfectly rectangular.
How do I ...

I have a texture that is part of a sprite sheet. I want draw the texture to cover a certain length, but I want it to repeat not stretch. However,when I use the following code
batch.draw(hillBottom, ...

I am trying to render to an unsigned integer texture, with a blending function enable, so that in the end, the value in each texel will be the number of objects rendered on the texel. So I assume I ...

I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL.
Following this, I attempted to implemented texturing. The mesh ...

I still have this problem almost 1 month. Tried to search on Google but did not find any solution to this. I have loaded all the data correctly but don't know why the texture came up like this.
Here ...

I was starting make my awp skin, but I was wondering that my skin at CS:GO looks bit different than on photoshop. So I came here for help. I will show just a test skin (fully red).
First I was save ...

I have very strange problems with my LibGDX Game in Android - The problem is that sometimes the textures get black backgrounds when they should be transparent, and sometimes when I remove the texture, ...

If you have a volume texture with mipmaps, GL_LINEAR_MIPMAP_LINEAR texture sampling will perform quadrilinear texture sampling.
Is that implemented in hardware like bilinear texture sampling is? Or ...

I am trying to implement a sprite of 8 columns and 8 rows in OpenGL ES 2.0
I made appear the first imagen but I cant figure out how to translate the Texture matrix in OpenGL ES 2.0 , the equivalent of ...

I have a texture which has lots of textures on it. But when it comes to tiling how does this work? As the UV space tiles anything within the 10 by 10 space. But if you have lots textures within that ...

I got the exercise to create a color map from a heightfield and given normals with alpha blending.
Therefore I have to blend 4 textures (deep-flat, deep-steep, high-flat, high-steep) depending on the ...

So I am making a tiled game and I need to connect textures correctly based on whats next to it.
With tiles that had connection really close to the edge of the tile I could just use the 4 bit meathod ...

I have a equirectangular 360 panorama photo. I tried to use it as a texture for a default Unity Sphere. The image had artifacts/visible seams, especially near the "poles" of the sphere (north pole and ...

I am working on a Minesweeper clone that started as a Unity 4.6 project and ended up as a Unity 5 project. I have cube objects that use Legacy Shaders/Diffuse. I am new to Unity 5, so I am not fully ...

I have some textures that are used in multiple scenes and I want to keep them in memory to speed up load times between scenes. I know about Resources.Load, but does that always keep it loaded? If a ...

What's the best way to organize small textures in OpenGL—having them all in a big texture and selecting them with texture coordinates, or using individual OpenGL textures?
Until recently, I used to ...

I'd like to load a texture image (at runtime, from web, not stored in Asset folder anywhere) and apply it to a plane (or quad, etc.) so that the plane is the same size, in pixels, as the texture.
I'd ...